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Hannah Nicklin

Writing for Games

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  • billecartцитирует2 года назад
    excellent source of further reading on story in videogames with more of a focus on narrative design, then I would recommend starting with Emily Short’s invaluable blog.
  • billecartцитирует9 месяцев назад
    David Edgar, How Plays Work
  • billecartцитирует9 месяцев назад
    What’s important is that the player is acting, leaning in, and playing ‘as’ the character very often.
  • billecartцитирует9 месяцев назад
    Characterisation can be derived from disagreement, silence, and lack of effect.
  • billecartцитирует9 месяцев назад
    Choice and agency are part of the material of storytelling in games – and you can make decisions against the grain of players’ expectations for better storytelling.
  • billecartцитирует9 месяцев назад
    Familial relationships do often adhere to a stereotype or format, but to turn from stereotype to character, consider how you will complicate your characters, and demonstrate that through dialogue-driven exposition.
  • billecartцитирует9 месяцев назад
    Stewart Lee’s How I Escaped My Certain Fate
  • Rustam Tagievцитирует2 года назад
    Mary Flanagan’s Critical Play (2009)
  • Rustam Tagievцитирует2 года назад
    The Theatre of the Oppressed (Boal, 1993
  • Дмитрий Веснинцитирует2 года назад
    Elements of form in games are ways the storytelling is shaped by the writer, the design, the gameplay, and by the player. These elements include:

    Register (poetic, prose-like, script-like, sitcom-like)
    Length (vignette, 3–5 acts, epic)
    Parcelling of story (episodic, sequel based, mission based, through environment, through encounters)
    Agency (play between cutscenes, open world, multiple middles, multiple endings)
    Platform and proximity (mobile, console, PC, local multiplayer, online multiplayer, non-screen focused)
    Unit of attention (how long a play session is meant to be – a commute, a bathroom break, an evening, a weekend day)
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